All that is written here are tips and nothing else. Not fact or some sort of 'right' or 'wrong' pointed out. Just tips on how you could Role Play. At most you will be warned of certain things that most people will raise a eyebrow at or even call you mean things.
The class you choose defines who your character is in many ways. However just like in real life your job is not who you are. So there is nothing that states that a warrior can't be a scientist, it's just not as likely as a mage scientist.
The concept isn't at all bad, however, HEAVY overused. Walking around Stormwind, it's hard not to notice all the Death Knights who were paladins during their life and now want a revenge against the Lich King.
Back from the GraveEdit
Yes, we've finally got a good class for Battle Mage concept! Capable of casting frost and shadow spells, along with wearing armor and most of the weapons, Death Knights make perfect choice if you want to Roleplay a Battle Mage. The only problem you might find hard to resolve is - how to explain the glowing eyes?
Protector of nature, guardian of the lands. These wise beings protect nature from peril. They can often be found in Teldrassil and Darnassus. They tend to avoid fighting when possible.
Gatherer of ancient lore, Scholars can often be seen in mystical lands like Silverpine or Crystalsong. They take quests to learn about lore. They can be seen in libraries, tombs and throne rooms. They can serve as advisors to others.
The powerful warrior druids, these powerful beings can often lead rituals and organizations. They defend nature more violently than the Guardians.
These are the commanders of nature, powerful spellcasters and defenders. They use nature carefully, striking where it hurts the most but not harming nature.
The druid determined to help people not kill them. They use nature to aid life, not take it away. They often explore, looking for people to help.
The explorer, trekking through forests and woods. They are often Elven or Orcish. They take breaks in cities but do not stay for long, they never stay for long. They're bold, powerful and tend to have exotic pets with them, which they usually dismiss in large cities and inns. Tips:
- Tend to avoid cities when possible.
- Dismiss your pet when there.
- Keep your bow out when possible.
- Ride a horse.
- Use a gun.
- Engage in melee combat unless you need to.
- call yourself magic.
The military sniper, specialising in picking enemies off from a distance. Think archer. They can be in groups of archers or solo. Again they tend to be Elven, or this time, Troll. It helps to be tall, skinny and built like and archer. Looking up real archery to help you with this.
The master of beasts and pets, the Beastmaster runs a menagerie of tamed animals. They usually give their pets exciting names and go to Outland or Northrend to capture them. They spend more time in cities than the other hunters, showing of their animals.
The stealthiest thing since a rogue, these beings can be on your back and you wouldn't see them. PVP is more their field than Beastmaster. They use nature as a cloak, hiding in shrubs and trees until s/he finds what they need. Master of illusion and deception.
Former Kirin Tor MemberEdit
The Kirin Tor were the foremost practitioners of arcane magic before the third war, so it is quite possible that your mage visited, studied, lived, or even taught in Dalaran before the Scourge destroyed it. If you are Forsaken, you may have even died there. And with the Kirin Tor back into the game with the release of Wrath of the Lich King, now is the perfect time to reunite with your old colleagues.
The world is full of wonders, and even in a fantasy setting there are people who want to find out what makes things tick. Many Gnomes feel this burning curiosity and become scientists or tinkers. The Forsaken Apothecaries are a perfect example of the amoral scientist, who will acquire knowledge by any means necessary. If you are playing a Forsaken scientist, you may want to research the experiments conducted by the Nazis and Japanese during the Second World War and model your character's behaviour accordingly.
Like the scientist, the scholar hungers for knowledge. However, the knowledge they seek is likely related to magic, history, and the arts. They have a knowledge of lore, spend time in libraries. They can be found in Ironforge library wing, Stormwind library or Darnassus. They tend to be Alliance or Blood Elven in nature.
In the darkest of times, the world will always need heroes. Heroes strive to set the example to which everyone should (in their eyes) aspire to. Heroes are the ones to make the big sacrifices, to suffer so that other don't have to, and when the chips are down they are the first to get back up and keep fighting.
When playing the Hero character archetype, there are several key rules to remember.
- The greater good. You help others that cannot help themselves. If you must die to protect another life, so be it.
- Follow the rules. All of them. Rules were made for a reason, and that reason was not so they could be broken. While this is mostly subjective, there are obvious basics such as keeping your word, stealing is wrong, excepting to prevent a darker power from using it, do not kill except as a last resort, and so on.
- Lead by example. You pass your virtues to others by both words and actions, not one or the other.
- Go out of your way to help others, in every facet that you can. This includes blessings, saving them from a fight, group questing, and charity (use some common sense here. Offering to help someone afford repairs is charity. Buying them gear from the auction house is just silly). And make certain to ask before simply doing. As an example, "If you don't require help then I will be on my way, but would you like a Blessing before I go?" Just an example, you'll get the hang of it.
- Answer a threat with equal and opposite force. If someone calls you a name, admonish them. If they challenge you to a fight, rebuke them. Do not be the one to escalate, but at the same time don't allow blatant hostilities to go unchecked.
- If you notice someone enjoying the darker aspects of adventuring too much (killing, stealing, etc.) remind them gently that it's important to help before harm, and that the good you do for others is the most important aspect of what they do.
- As a paladin, you can structure much of your combat around your characters faith or personal code, such as offering a prayer for fallen enemies, that they might find peace. Don’t get preachy (that’s for the priests) but answer questions if someone seems interested.
- Always finish everything you start. See out every quest, every encounter, and every group goal to the bitter end. And always answer every call for your aid. Remember, as a hero, the needs of others supersede your own, and virtue is its own reward.
The Zealot is a fearsome paladin, maybe even slightly insane, who seeks to bring His vision of Justice upon those who won't agree with him. Scarlet Crusaders - the best example of Zealots. Fearless soldiers who are ready to die for their cause, but die fighting
The Healer is a kind person who's wandering to help the people around the world.
Not all priests run around participating in wars. Some just want to study religion and found that joining a church was a good way to do this.
An assassin is a specialist, exactly like any person who works any type specialty position, who is trained in the discreet and efficient art of murder. Assassin mannerisms can run the gamut of possibility, with their habits and personalities being as varied as their methods.
Some sample personality archetypes:
- Some assassins take great pride in their work, being of the opinion that holding another person's life in their hands makes them superior to everyone around them in some way, or view their work as an art form and don't hesitate to "help" others to see it this way as well. Others prefer subtlety, seeing everyone as a potential target and knowing that gaining someone's trust makes acting against them all the easier in the future.
- Be obsessively neat in everything you do. Act polite when spoken to, but say as little as possible if you are subtle, or ridiculously embellish your ability or past deeds if you are not subtle.
- Always keep a careful eye on your surroundings. Constantly take notes on people you interact with (in character, if you want to make them wonder what you're up to).
- Come up with elaborate schemes on how to best kill someone. (Ex.: "A two-part poison would be the most effective. Slip the first ingredient into his food, and then replace the candles in his room with the second ingredient. It creates a flawless death with no ties back to you. In addition..." and so on). Casually mention them, either in part or in entirety, during conversation, as though it is always something on your mind.
- Different from someone who enjoys the work, an apathetic assassin archetype is most closely related to someone who does their job simply because it's what they are good at, or because they don't know of any other way to live. They don't particularly enjoy their job, but they carry on and do it anyway.
- Do your best not to sound impressed with most anything someone else does. You know that in the grand scheme they don't matter, as you could end their life any time you wanted.
- Be frank, and terse, when answering, or asking, personal questions. You don't often have time for small talk. If there isn't work to be done here then you'll go somewhere that there is.
- Be purposefully evasive when discussing the finer details of your work, and avoid getting into a philosophical argument about what you do. Whether you are "right" or "wrong" is irrelevant, you are simply doing what you do best. Also, avoid getting to emotional about your work, which includes not allowing someone to get you riled up.
There are people in the world who simply take what they want. Waylaying caravans as they cross the Barrens, mugging people in the alleys of Old Town, or raiding defenseless settlements, bandits are everywhere. Hell, you may even be a pirate.
A regular netural warrior, fighter of his Lord. Human Guard, Orcish Grunt or maybe troll berserker, Blood Elf Spellbreaker, even Tauren Brave - we can classify all those as soldiers. The role of a soldier leaves many details up to you - who is he? A bloodlusty berserker, a kind Sarge - father to all the soldiers, a corrupted general? All ways are open!
Mercs...Much like rogues, they're only on your side as long as you have a shiny coin to offer. Their lust for money is just slightly above their lust for blood, however, they are trying to save the second until they get paid. A true chaotic-evil kind of character, if you feel like smashing some skulls, earning a good coin in process - that is your way. However, forget about making friends, for the merc is always alone, and only has himself to hope for.
The commander of the common rabble, they can seek to rule them or aid them with their knowledge. Many strategists work with scholars for knowledge. However the reclusive scholars can annoy the strategists. Some commanders can be too proud and that can be their undoing.
A ruthless bandit who cares only for himself and his guild. They would smash, grab and plunder anything they want. However it is very difficult to pull off as killing everything would make you a criminal while killing very little would make you seem weak.
The teachers of the new, they often find new players and aid them. They often have organised ranks and a building for headquarters. Many new players can be uncooperative so this can be a difficult one to pull off. Also many teachers get frustrated at the lack of raiding and questing if unfamiliar to the Academy type guild. Do not attempt at low level, you will not be taken seriously.
A group of people, most commonly Orcs and Dwarves, who trust only each other and do everything together. They trade, raid, live and quest together and never betray each other. This type of guild often requires extreme loyalty and can be oppressive at times. Make sure this guild has rewards or people will trickle out.
Similar to the clan, although more PVP oriented, the tribe is generally a Horde thing. They often live outside cities and get their own supplies and weapons. This guild is generally dangerous due to wild animals in your territory. It may be difficult to convince people to live in the wild and hunt their own food. Don't force people, let them choose themselves without your influence.
Usually a guild that has a very clear-cut hierarchy and rules. They usually are dedicated to a major lore character like Uther the Lightbringer or Garona Halforcen. This guild is fairly easy compared to others like a tribe due to fans of the particular lore characters, unfortunately roleplayers don't tend to talk about their favourites.
A guild of people working together for money or other. It is usually profession oriented and usually alliance as the horde is normally content to acquire their money otherwise. This guild can be fairly difficult to do because many players prefer plunder over trade, especially Horde.
Usually for warlocks and death knights, the cult is generally evil or obsessive. The cults worship beings like Illidan Stormrage or Kil'jaeden. They tend to be obsessive acting and evil oriented. The Cult of the Damned is a major inspirattion for Cults. They worship the Lich king.
Religious oriented and usually Paladin, Priest and Druid oriented. They tend to center around Elune, The Holy Light or The Earthmother. They set up their base in holy buildings like the Cathedral of Darkness or Temple of the Moon. This guild is tricky to pull off due to players not willing to interrupt their questing to attend religious ceremonis, but some enjoy the experience.
These people form a monarchy around empty towns or buildings. The usually have a monarch, guard and minions. They can be good or evil oriented. They tend to be centered around working towards their reputation and terrritory. This one is especially difficult due to finding a base, minions and many other things required for this.
This guild generally either sets up bases and guard them or guard cities from raids. The latter is due to raids often being dealt with by passing players or guards. They usually guard rulers like Varian Wrynn or Thrall. It is hard to find enemies here due to RP guilds being focused on roleplaying not PVP and other.
Nobles are the aristocracy. It varies heavily from race to race. Examples per race: Human = Lord Night Elf = High Priest/ess Dwarf = Baron (kind of strange) Gnome = Duke Draenei = Elder Orc = Chieftan Troll = Witch Doctor Tauren = Elder Forsaken Blood Elf